AIJun 30, 2022
Mastering the Game of Stratego with Model-Free Multiagent Reinforcement LearningJulien Perolat, Bart de Vylder, Daniel Hennes et al.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
MASep 22, 2022
Developing, Evaluating and Scaling Learning Agents in Multi-Agent EnvironmentsIan Gemp, Thomas Anthony, Yoram Bachrach et al. · deepmind
The Game Theory & Multi-Agent team at DeepMind studies several aspects of multi-agent learning ranging from computing approximations to fundamental concepts in game theory to simulating social dilemmas in rich spatial environments and training 3-d humanoids in difficult team coordination tasks. A signature aim of our group is to use the resources and expertise made available to us at DeepMind in deep reinforcement learning to explore multi-agent systems in complex environments and use these benchmarks to advance our understanding. Here, we summarise the recent work of our team and present a taxonomy that we feel highlights many important open challenges in multi-agent research.
GTMar 2, 2023
Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement LearningMarc Lanctot, John Schultz, Neil Burch et al.
Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy. In sequential decision-making, agent evaluation has largely been restricted to few interactions against experts, with the aim to reach some desired level of performance (e.g. beating a human professional player). We propose a benchmark for multiagent learning based on repeated play of the simple game Rock, Paper, Scissors along with a population of forty-three tournament entries, some of which are intentionally sub-optimal. We describe metrics to measure the quality of agents based both on average returns and exploitability. We then show that several RL, online learning, and language model approaches can learn good counter-strategies and generalize well, but ultimately lose to the top-performing bots, creating an opportunity for research in multiagent learning.
LGOct 20, 2021
Shaking the foundations: delusions in sequence models for interaction and controlPedro A. Ortega, Markus Kunesch, Grégoire Delétang et al.
The recent phenomenal success of language models has reinvigorated machine learning research, and large sequence models such as transformers are being applied to a variety of domains. One important problem class that has remained relatively elusive however is purposeful adaptive behavior. Currently there is a common perception that sequence models "lack the understanding of the cause and effect of their actions" leading them to draw incorrect inferences due to auto-suggestive delusions. In this report we explain where this mismatch originates, and show that it can be resolved by treating actions as causal interventions. Finally, we show that in supervised learning, one can teach a system to condition or intervene on data by training with factual and counterfactual error signals respectively.
AIFeb 28, 2021
Scaling up Mean Field Games with Online Mirror DescentJulien Perolat, Sarah Perrin, Romuald Elie et al.
We address scaling up equilibrium computation in Mean Field Games (MFGs) using Online Mirror Descent (OMD). We show that continuous-time OMD provably converges to a Nash equilibrium under a natural and well-motivated set of monotonicity assumptions. This theoretical result nicely extends to multi-population games and to settings involving common noise. A thorough experimental investigation on various single and multi-population MFGs shows that OMD outperforms traditional algorithms such as Fictitious Play (FP). We empirically show that OMD scales up and converges significantly faster than FP by solving, for the first time to our knowledge, examples of MFGs with hundreds of billions states. This study establishes the state-of-the-art for learning in large-scale multi-agent and multi-population games.
AINov 18, 2020
Game Plan: What AI can do for Football, and What Football can do for AIKarl Tuyls, Shayegan Omidshafiei, Paul Muller et al.
The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players' and coordinated teams' behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).
AIAug 27, 2020
The Advantage Regret-Matching Actor-CriticAudrūnas Gruslys, Marc Lanctot, Rémi Munos et al.
Regret minimization has played a key role in online learning, equilibrium computation in games, and reinforcement learning (RL). In this paper, we describe a general model-free RL method for no-regret learning based on repeated reconsideration of past behavior. We propose a model-free RL algorithm, the AdvantageRegret-Matching Actor-Critic (ARMAC): rather than saving past state-action data, ARMAC saves a buffer of past policies, replaying through them to reconstruct hindsight assessments of past behavior. These retrospective value estimates are used to predict conditional advantages which, combined with regret matching, produces a new policy. In particular, ARMAC learns from sampled trajectories in a centralized training setting, without requiring the application of importance sampling commonly used in Monte Carlo counterfactual regret (CFR) minimization; hence, it does not suffer from excessive variance in large environments. In the single-agent setting, ARMAC shows an interesting form of exploration by keeping past policies intact. In the multiagent setting, ARMAC in self-play approaches Nash equilibria on some partially-observable zero-sum benchmarks. We provide exploitability estimates in the significantly larger game of betting-abstracted no-limit Texas Hold'em.
OCJul 5, 2020
Fictitious Play for Mean Field Games: Continuous Time Analysis and ApplicationsSarah Perrin, Julien Perolat, Mathieu Laurière et al.
In this paper, we deepen the analysis of continuous time Fictitious Play learning algorithm to the consideration of various finite state Mean Field Game settings (finite horizon, $γ$-discounted), allowing in particular for the introduction of an additional common noise. We first present a theoretical convergence analysis of the continuous time Fictitious Play process and prove that the induced exploitability decreases at a rate $O(\frac{1}{t})$. Such analysis emphasizes the use of exploitability as a relevant metric for evaluating the convergence towards a Nash equilibrium in the context of Mean Field Games. These theoretical contributions are supported by numerical experiments provided in either model-based or model-free settings. We provide hereby for the first time converging learning dynamics for Mean Field Games in the presence of common noise.
AIMay 4, 2020
Navigating the Landscape of Multiplayer GamesShayegan Omidshafiei, Karl Tuyls, Wojciech M. Czarnecki et al.
Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents. This progress, however, can be better informed by characterizing games and their topological landscape. Tackling this latter question can facilitate understanding of agents and help determine what game an agent should target next as part of its training. Here, we show how network measures applied to response graphs of large-scale games enable the creation of a landscape of games, quantifying relationships between games of varying sizes and characteristics. We illustrate our findings in domains ranging from canonical games to complex empirical games capturing the performance of trained agents pitted against one another. Our results culminate in a demonstration leveraging this information to generate new and interesting games, including mixtures of empirical games synthesized from real world games.
GTFeb 19, 2020
From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via RegularizationJulien Perolat, Remi Munos, Jean-Baptiste Lespiau et al.
In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincaré recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how these insights can be directly used to build state-of-the-art model-free algorithms for zero-sum two-player Imperfect Information Games (IIG).
MASep 27, 2019
A Generalized Training Approach for Multiagent LearningPaul Muller, Shayegan Omidshafiei, Mark Rowland et al.
This paper investigates a population-based training regime based on game-theoretic principles called Policy-Spaced Response Oracles (PSRO). PSRO is general in the sense that it (1) encompasses well-known algorithms such as fictitious play and double oracle as special cases, and (2) in principle applies to general-sum, many-player games. Despite this, prior studies of PSRO have been focused on two-player zero-sum games, a regime wherein Nash equilibria are tractably computable. In moving from two-player zero-sum games to more general settings, computation of Nash equilibria quickly becomes infeasible. Here, we extend the theoretical underpinnings of PSRO by considering an alternative solution concept, $α$-Rank, which is unique (thus faces no equilibrium selection issues, unlike Nash) and applies readily to general-sum, many-player settings. We establish convergence guarantees in several games classes, and identify links between Nash equilibria and $α$-Rank. We demonstrate the competitive performance of $α$-Rank-based PSRO against an exact Nash solver-based PSRO in 2-player Kuhn and Leduc Poker. We then go beyond the reach of prior PSRO applications by considering 3- to 5-player poker games, yielding instances where $α$-Rank achieves faster convergence than approximate Nash solvers, thus establishing it as a favorable general games solver. We also carry out an initial empirical validation in MuJoCo soccer, illustrating the feasibility of the proposed approach in another complex domain.
MASep 21, 2019
Multiagent Evaluation under Incomplete InformationMark Rowland, Shayegan Omidshafiei, Karl Tuyls et al.
This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called α-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or α-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.
GTJun 24, 2019
Foolproof Cooperative LearningAlexis Jacq, Julien Perolat, Matthieu Geist et al.
This paper extends the notion of learning equilibrium in game theory from matrix games to stochastic games. We introduce Foolproof Cooperative Learning (FCL), an algorithm that converges to a Tit-for-Tat behavior. It allows cooperative strategies when played against itself while being not exploitable by selfish players. We prove that in repeated symmetric games, this algorithm is a learning equilibrium. We illustrate the behavior of FCL on symmetric matrix and grid games, and its robustness to selfish learners.
LGJun 1, 2019
Neural Replicator DynamicsDaniel Hennes, Dustin Morrill, Shayegan Omidshafiei et al.
Policy gradient and actor-critic algorithms form the basis of many commonly used training techniques in deep reinforcement learning. Using these algorithms in multiagent environments poses problems such as nonstationarity and instability. In this paper, we first demonstrate that standard softmax-based policy gradient can be prone to poor performance in the presence of even the most benign nonstationarity. By contrast, it is known that the replicator dynamics, a well-studied model from evolutionary game theory, eliminates dominated strategies and exhibits convergence of the time-averaged trajectories to interior Nash equilibria in zero-sum games. Thus, using the replicator dynamics as a foundation, we derive an elegant one-line change to policy gradient methods that simply bypasses the gradient step through the softmax, yielding a new algorithm titled Neural Replicator Dynamics (NeuRD). NeuRD reduces to the exponential weights/Hedge algorithm in the single-state all-actions case. Additionally, NeuRD has formal equivalence to softmax counterfactual regret minimization, which guarantees convergence in the sequential tabular case. Importantly, our algorithm provides a straightforward way of extending the replicator dynamics to the function approximation setting. Empirical results show that NeuRD quickly adapts to nonstationarities, outperforming policy gradient significantly in both tabular and function approximation settings, when evaluated on the standard imperfect information benchmarks of Kuhn Poker, Leduc Poker, and Goofspiel.
LGJan 23, 2019
Open-ended Learning in Symmetric Zero-sum GamesDavid Balduzzi, Marta Garnelo, Yoram Bachrach et al.
Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective -- we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives.
NEDec 17, 2018
Malthusian Reinforcement LearningJoel Z. Leibo, Julien Perolat, Edward Hughes et al.
Here we explore a new algorithmic framework for multi-agent reinforcement learning, called Malthusian reinforcement learning, which extends self-play to include fitness-linked population size dynamics that drive ongoing innovation. In Malthusian RL, increases in a subpopulation's average return drive subsequent increases in its size, just as Thomas Malthus argued in 1798 was the relationship between preindustrial income levels and population growth. Malthusian reinforcement learning harnesses the competitive pressures arising from growing and shrinking population size to drive agents to explore regions of state and policy spaces that they could not otherwise reach. Furthermore, in environments where there are potential gains from specialization and division of labor, we show that Malthusian reinforcement learning is better positioned to take advantage of such synergies than algorithms based on self-play.
LGOct 21, 2018
Actor-Critic Policy Optimization in Partially Observable Multiagent EnvironmentsSriram Srinivasan, Marc Lanctot, Vinicius Zambaldi et al.
Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero sum games, without any domain-specific state space reductions.
LGSep 20, 2018
Playing the Game of Universal Adversarial PerturbationsJulien Perolat, Mateusz Malinowski, Bilal Piot et al.
We study the problem of learning classifiers robust to universal adversarial perturbations. While prior work approaches this problem via robust optimization, adversarial training, or input transformation, we instead phrase it as a two-player zero-sum game. In this new formulation, both players simultaneously play the same game, where one player chooses a classifier that minimizes a classification loss whilst the other player creates an adversarial perturbation that increases the same loss when applied to every sample in the training set. By observing that performing a classification (respectively creating adversarial samples) is the best response to the other player, we propose a novel extension of a game-theoretic algorithm, namely fictitious play, to the domain of training robust classifiers. Finally, we empirically show the robustness and versatility of our approach in two defence scenarios where universal attacks are performed on several image classification datasets -- CIFAR10, CIFAR100 and ImageNet.
LGJun 7, 2018
Re-evaluating EvaluationDavid Balduzzi, Karl Tuyls, Julien Perolat et al.
Progress in machine learning is measured by careful evaluation on problems of outstanding common interest. However, the proliferation of benchmark suites and environments, adversarial attacks, and other complications has diluted the basic evaluation model by overwhelming researchers with choices. Deliberate or accidental cherry picking is increasingly likely, and designing well-balanced evaluation suites requires increasing effort. In this paper we take a step back and propose Nash averaging. The approach builds on a detailed analysis of the algebraic structure of evaluation in two basic scenarios: agent-vs-agent and agent-vs-task. The key strength of Nash averaging is that it automatically adapts to redundancies in evaluation data, so that results are not biased by the incorporation of easy tasks or weak agents. Nash averaging thus encourages maximally inclusive evaluation -- since there is no harm (computational cost aside) from including all available tasks and agents.
AINov 2, 2017
A Unified Game-Theoretic Approach to Multiagent Reinforcement LearningMarc Lanctot, Vinicius Zambaldi, Audrunas Gruslys et al.
To achieve general intelligence, agents must learn how to interact with others in a shared environment: this is the challenge of multiagent reinforcement learning (MARL). The simplest form is independent reinforcement learning (InRL), where each agent treats its experience as part of its (non-stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe an algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game-theoretic analysis to compute meta-strategies for policy selection. The algorithm generalizes previous ones such as InRL, iterated best response, double oracle, and fictitious play. Then, we present a scalable implementation which reduces the memory requirement using decoupled meta-solvers. Finally, we demonstrate the generality of the resulting policies in two partially observable settings: gridworld coordination games and poker.
MAJul 20, 2017
A multi-agent reinforcement learning model of common-pool resource appropriationJulien Perolat, Joel Z. Leibo, Vinicius Zambaldi et al.
Humanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria---a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible. Most of that work was based on laboratory experiments where participants only make a single choice: how much to appropriate. Recognizing the importance of spatial and temporal resource dynamics, a recent trend has been toward experiments in more complex real-time video game-like environments. However, standard methods of non-cooperative game theory can no longer be used to generate predictions for this case. Here we show that deep reinforcement learning can be used instead. To that end, we study the emergent behavior of groups of independently learning agents in a partially observed Markov game modeling common-pool resource appropriation. Our experiments highlight the importance of trial-and-error learning in common-pool resource appropriation and shed light on the relationship between exclusion, sustainability, and inequality.